triangle method written better; implemented bounding box; added wolf head model
This commit is contained in:
130
src/main.cpp
130
src/main.cpp
@@ -1,11 +1,6 @@
|
||||
#include "geometry.h"
|
||||
#include "model.h"
|
||||
#include "tgaimage.h"
|
||||
#include <cmath>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <time.h>
|
||||
#include <vector>
|
||||
|
||||
using namespace std;
|
||||
|
||||
@@ -15,88 +10,99 @@ const TGAColor red = TGAColor(255, 0, 0, 255);
|
||||
const TGAColor purple = TGAColor(150, 47, 254, 255);
|
||||
const int windowHeight = 800;
|
||||
const int windowWidth = 800;
|
||||
Model *model = NULL;
|
||||
|
||||
void line(Vec2i t0, Vec2i t1, TGAImage &image, TGAColor color) {
|
||||
bool steep = false;
|
||||
|
||||
// if the line is steep, we transpose the image.
|
||||
if (abs(t0.x - t1.x) < abs(t0.y - t1.y)) {
|
||||
swap(t0.x, t0.y);
|
||||
swap(t1.x, t1.y);
|
||||
steep = true;
|
||||
}
|
||||
// Make it left to right.
|
||||
if (t0.x > t1.x) {
|
||||
swap(t0.x, t1.x);
|
||||
swap(t0.y, t1.y);
|
||||
}
|
||||
|
||||
for (int x = t0.x; x <= t1.x; x++) {
|
||||
float t = (x - t0.x) / (float)(t1.x - t0.x);
|
||||
int y = t0.y * (1.0 - t) + t1.y * t;
|
||||
if (steep) {
|
||||
image.set(y, x, color); // if transposed, de-transpose.
|
||||
} else {
|
||||
image.set(x, y, color);
|
||||
}
|
||||
}
|
||||
Vec3f barycentric(Vec2i *pts, Vec2i P) {
|
||||
Vec3f u = Vec3f(pts[2].x - pts[0].x, pts[1].x - pts[0].x, pts[0].x - P.x) ^
|
||||
Vec3f(pts[2].y - pts[0].y, pts[1].y - pts[0].y, pts[0].y - P.y);
|
||||
/*
|
||||
* if `abs(u[2])` < 1 means `u[2]` is 0,
|
||||
* that means the triangle is degenerate, in this case return something
|
||||
* with negative coördinates.
|
||||
*/
|
||||
if (abs(u.z) < 1)
|
||||
return Vec3f(-1, 1, 1);
|
||||
return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
|
||||
}
|
||||
|
||||
void triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage &image, TGAColor colour) {
|
||||
// Sorting the y-coördinates
|
||||
void triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage &image, TGAColor color) {
|
||||
if (t0.y == t1.y && t0.y == t2.y)
|
||||
return;
|
||||
if (t0.y > t1.y)
|
||||
swap(t0, t1);
|
||||
if (t0.y > t2.y)
|
||||
swap(t0, t2);
|
||||
if (t1.y > t2.y)
|
||||
swap(t1, t2);
|
||||
|
||||
// Cut the triangle horizontally to render the bottom half.
|
||||
int totalHeight = t2.y - t0.y;
|
||||
for (int y = t0.y; y <= t1.y; y++) {
|
||||
int segmentHeight = t1.y - t0.y + 1;
|
||||
float alpha = (float)(y - t0.y) / totalHeight;
|
||||
float beta = (float)(y - t0.y) / segmentHeight;
|
||||
|
||||
int total_height = t2.y - t0.y;
|
||||
for (int i = 0; i < total_height; i++) {
|
||||
bool second_half = i > t1.y - t0.y || t1.y == t0.y;
|
||||
int segment_height = second_half ? t2.y - t1.y : t1.y - t0.y;
|
||||
float alpha = (float)i / total_height;
|
||||
float beta =
|
||||
(float)(i - (second_half ? t1.y - t0.y : 0)) / segment_height;
|
||||
Vec2i A = t0 + (t2 - t0) * alpha;
|
||||
Vec2i B = t0 + (t1 - t0) * beta;
|
||||
|
||||
Vec2i B = second_half ? t1 + (t2 - t1) * beta : t0 + (t1 - t0) * beta;
|
||||
if (A.x > B.x)
|
||||
swap(A, B);
|
||||
std::swap(A, B);
|
||||
for (int j = A.x; j <= B.x; j++) {
|
||||
image.set(j, y, colour);
|
||||
image.set(j, t0.y + i, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render the top half.
|
||||
for (int y = t1.y; y < t2.y; y++) {
|
||||
int segmentHeight = t2.y - t1.y + 1;
|
||||
float alpha = (float)(y - t0.y) / totalHeight;
|
||||
float beta = (float)(y - t1.y) / segmentHeight;
|
||||
void triangle(Vec2i *pts, TGAImage &image, TGAColor colour) {
|
||||
Vec2i boundingBoxMinimum(image.get_width() - 1, image.get_height() - 1);
|
||||
Vec2i boundingBoxMaximum(0, 0);
|
||||
Vec2i clamp(image.get_width() - 1, image.get_height() - 1);
|
||||
|
||||
Vec2i A = t0 + (t2 - t0) * alpha;
|
||||
Vec2i B = t1 + (t2 - t1) * beta;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
boundingBoxMinimum.x = max(0, min(boundingBoxMinimum.x, pts[i].x));
|
||||
boundingBoxMinimum.y = max(0, min(boundingBoxMinimum.y, pts[i].y));
|
||||
|
||||
if (A.x > B.x)
|
||||
swap(A, B);
|
||||
for (int j = A.x; j <= B.x; j++) {
|
||||
image.set(j, y, colour);
|
||||
boundingBoxMaximum.x =
|
||||
min(clamp.x, max(boundingBoxMaximum.x, pts[i].x));
|
||||
boundingBoxMaximum.y =
|
||||
min(clamp.y, max(boundingBoxMaximum.y, pts[i].y));
|
||||
}
|
||||
|
||||
Vec2i P;
|
||||
for (P.x = boundingBoxMinimum.y; P.x <= boundingBoxMaximum.x; P.x++) {
|
||||
for (P.y = boundingBoxMinimum.y; P.y <= boundingBoxMaximum.y; P.y++) {
|
||||
Vec3f bc_screen = barycentric(pts, P);
|
||||
if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0)
|
||||
continue;
|
||||
image.set(P.x, P.y, colour);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
TGAImage image(windowWidth, windowHeight, TGAImage::RGB);
|
||||
Vec2i pts[3] = {Vec2i(30, 30), Vec2i(300, 90), Vec2i(570, 480)};
|
||||
// triangle(pts, image, purple);
|
||||
|
||||
Vec2i t0[3] = {Vec2i(20, 140), Vec2i(100, 320), Vec2i(140, 160)};
|
||||
Vec2i t1[3] = {Vec2i(360, 100), Vec2i(300, 2), Vec2i(140, 360)};
|
||||
Vec2i t2[3] = {Vec2i(360, 300), Vec2i(240, 320), Vec2i(260, 360)};
|
||||
|
||||
triangle(t0[0], t0[1], t0[2], image, red);
|
||||
triangle(t1[0], t1[1], t1[2], image, white);
|
||||
triangle(t2[0], t2[1], t2[2], image, purple);
|
||||
// Model stuff.
|
||||
if (2 == argc)
|
||||
model = new Model(argv[1]);
|
||||
else
|
||||
model = new Model("../obj/wolf_head.obj");
|
||||
|
||||
for (int i = 0; i < model->nfaces(); i++) {
|
||||
vector<int> face = model->face(i);
|
||||
Vec2i screenCoordinates[3];
|
||||
for (int j = 0; j < 3; j++) {
|
||||
Vec3f worldCoordinates = model->vert(face[j]);
|
||||
screenCoordinates[j] =
|
||||
Vec2i((worldCoordinates.x + 1) * windowWidth / 2.0,
|
||||
(worldCoordinates.y + 1.0) * windowHeight / 2.0);
|
||||
}
|
||||
triangle(screenCoordinates[0], screenCoordinates[1],
|
||||
screenCoordinates[2], image,
|
||||
TGAColor(rand() % 255, rand() % 255, rand() % 255, 255));
|
||||
}
|
||||
image.flip_vertically();
|
||||
image.write_tga_file("output.tga");
|
||||
|
||||
delete model;
|
||||
return 0;
|
||||
}
|
||||
|
Reference in New Issue
Block a user